Where my black knight at?
#21
Posted 08 July 2012 - 08:32 AM
this is the black knight I remember most, and did some custom artwork based on it for our Neveron Page.
#22
Posted 08 July 2012 - 09:03 AM
dryestwall, on 03 July 2012 - 09:03 PM, said:
As it happens, none of the canonically-available variants of the Black Knight (the BL-6-KNT, BL-6b-KNT, BL-7-KNT, and BL-7-KNT-L) have Jump Jets.
And with the Devs stating that only variant-chassis that started with Jump Jets equipped would have access to them, there would be no jump-capable Black Knights.
So, the Black Knight would pose no risk of poptarting.
#23
Posted 08 July 2012 - 03:55 PM
Strum Wealh, on 08 July 2012 - 09:03 AM, said:
As it happens, none of the canonically-available variants of the Black Knight (the BL-6-KNT, BL-6b-KNT, BL-7-KNT, and BL-7-KNT-L) have Jump Jets.
And with the Devs stating that only variant-chassis that started with Jump Jets equipped would have access to them, there would be no jump-capable Black Knights.
So, the Black Knight would pose no risk of poptarting.
Your argument has a bit of limited validity lore wise. Read Flashpoint for evidence of my point in the lore. If they can successfully put jump jets on a Cestus, they can put them on a Black Knight even if it was never done in the lore. If they ever get us to 3058 we should see proper omnis that will also invalidate that argument. Personally I think adding jump jets to a chasis that didn't have a lore supported factory or field modification kit variant should be expensive C-bill wise. As for MW4, it was and still is a fun game, but suffered from some epic fail when it came to how weapons and gear were mounted and implementation of omnitech.
As for the original topic of the where is the Black Knight. I wouldn't mind seen it in the starting line up on release. Just like there are many other mechs I'd like to see. The Zues, Dervish and Enforcer for starters. We won't go into the stuff we'll probably never see like the Axman and the Hatchetman.
Edited by Nathan Foxbane, 08 July 2012 - 04:09 PM.
#24
Posted 08 July 2012 - 08:30 PM
Nathan Foxbane, on 08 July 2012 - 03:55 PM, said:
As for the original topic of the where is the Black Knight. I wouldn't mind seen it in the starting line up on release. Just like there are many other mechs I'd like to see. The Zues, Dervish and Enforcer for starters. We won't go into the stuff we'll probably never see like the Axman and the Hatchetman.
Well, I did find the excerpt from Flashpoint describing one Corporal Richard Smith's modified, jump-capble Cestus.
However, it is still a one-off custom 'Mech, rather than a production variant - much like the infamous "Yen-lo-Wang".
The Dev statement I cited came from Q&A 06:
Quote
[DAVID] For the most part, you’ll be able to place non-weapon equipment anywhere, subject to critical slot and tonnage restrictions. Though there are some restrictions. Some are derived from the tabletop rules, like CASE being allowed only in the torso locations, while others are specific to our game, like jump jets being allowed only on variants and locations that include jump jets by default.
Of particular note is the last section of David Bradley's answer to Solis' question.
So, even if it was done as a one-off in one of the novels, it looks like the Devs are not going to allow us as MWO players to have that same level of customization for normal BattleMechs for certain pieces of equipment (including, most notably, Jump Jets and CASE).
What they seem to be saying is that if one wants a jump-capable variant of 'Mech "X", then one must purchase that specific variant of 'Mech "X", and that if no purchasable variant comes with Jump Jets, then no variant of that 'Mech will ever mount Jump Jets.
For example, if one wants a jump-capable Atlas, then one must purchase an AS7-K3 (which isn't canonically available until 3083); one would never be able to put Jump Jets on the AS7-D (the "standard"/"default" Atlas) since it doesn't "come from the factory" with them (or, presumably, the structural reinforcements to mount them).
Pod-mounting Jump Jets on OmniMechs, however, is technically a different matter.
Though, I would be only mildly surprised if the Devs implemented similar Jump Jet restrictions for OmniMechs as well.
(Also, the bit about the Black Knight having OmniTech in it is exclusive to MW4, and is completely untrue from a canon/lore standpoint.)
That being said, I would like to see the Black Knight as well (though, I might have to go with the normal BL-6-KNT rather than the Marik variant.).
Perhaps it is planned, and the Devs simply aren't going to announce all of the in-at-launch 'Mechs prior to release?
One can hope, right?
#25
Posted 08 July 2012 - 09:09 PM
Strum Wealh, on 08 July 2012 - 08:30 PM, said:
#26
Posted 09 July 2012 - 03:52 AM
Sorry I just looked it up some of the older models were around before that deal.
Edited by DarkendMoon, 09 July 2012 - 03:55 AM.
#27
Posted 09 July 2012 - 04:20 AM
Nekki Basara, on 08 July 2012 - 09:09 PM, said:
IIRC the Centurion CN9-YLW is the production copy of Yen Lo Wang.
No it isn't. Its a Centurion with an AC/20 and a Hatchet. And according to Sarna.net, its a modification, not a production model. It also doesn't seem to be in a TRO, rendering it's canon status questionable.
As for the Black Knight itself... ich. Why waste a heavy mech slot on such a bland mech. Give me a Grasshopper! Now THAT'S an interesting design.
#28
Posted 09 July 2012 - 04:22 AM
Nekki Basara, on 08 July 2012 - 09:09 PM, said:
"Yen-Lo-Wang was a famous ArenaMech in the Solaris Games. Originally a CN9-A that underwent a series of modifications to a variety of customized configurations over time, it was occasionally reported as the "CN9-YLW" but this is explicitly not considered to be a proper variant. The CN9-YLW designation is associated with one particular modification that drops the LRM to upgrade the autocannon to an Autocannon/20 with three tons of ammunition and add a Hatchet to the left arm."
#29
Posted 09 July 2012 - 04:25 AM



Most 100 ton assaults that can't mount that loadout. That's a decent hit at med/long range and a monster hit at close range. I knocked an Atlas down with this loadout.
#30
Posted 09 July 2012 - 04:50 AM
Mick Mars, on 09 July 2012 - 04:25 AM, said:
Most 100 ton assaults that can't mount that loadout. That's a decent hit at med/long range and a monster hit at close range. I knocked an Atlas down with this loadout.
Illegal loadout. The Black Knight cannot mount ACs in this game (Because it never did cannon wise).
EDIT: Get it? Cannon wise? I crack myself up.
Edited by Bombast, 09 July 2012 - 04:51 AM.
#31
Posted 09 July 2012 - 05:49 AM
DarkendMoon, on 09 July 2012 - 03:52 AM, said:
Sorry I just looked it up some of the older models were around before that deal.
The Black Knight was first fielded in 2578.
Bombast, on 09 July 2012 - 04:50 AM, said:
Illegal loadout. The Black Knight cannot mount ACs in this game (Because it never did cannon wise).
EDIT: Get it? Cannon wise? I crack myself up.
Very punny dude.
#32
Posted 09 July 2012 - 05:51 AM
Mick Mars, on 09 July 2012 - 04:25 AM, said:



Most 100 ton assaults that can't mount that loadout. That's a decent hit at med/long range and a monster hit at close range. I knocked an Atlas down with this loadout.
As all variants of the Black Knight are canonically all-energy 'Mechs, there is a good chance that such a variation could not be constructed in MWO, either.
Also, consider that each IS LB 20-X AC (which isn't available until 3058) takes up 11 criticals, so even if there are ballistics hardpoints, they wouldn't fit in the Black Knight's arms (unless one can remove the hands, lower arm actuators, and upper arm actuators).
The Devs haven't revealed how, or even if, Clan tech could or would be made available to IS players.
And Clan LB 20-X ACs take up 9 criticals, so even they would only fit in the arms if one can remove the hand actuators.
Also, some number of those six Double Heat Sinks would also consume a number of critical spaces (at 3 criticals per IS DHS, or two for Clan DHS), as would that ECM unit (2 criticals), as would the ammunition for those ACs (1 critical per five shots), as would that Ferro-Fibrous Armor (14 criticals for the IS version, or 7 for the Clan version).
And the ER Large Lasers (both IS and Clan) still consume two criticals each.
And if you mount a big enough engine to take care of the DHS criticals, you don't have the weight or the criticals to do the rest.
-----
I just tried it in REMLAB; it can be approximated if and only if the 'Mech is 100% Clan tech, with Clan Endo-Steel, full Clan FF armor, and a Clan 300XL Engine (for a top speed of 64.8 kph), four additional Clan DHS (12 integrated into the engine, two consuming 2 criticals apiece), removing the hand actuators, using Clan ECM, and adding 6 tons of ammunition (for a total of 30 shots between the cannons, or 15 two-cannon salvos - about half of what MW4's ammo allocations allow).
The ACs fill the arms, the two DHSs fill the legs, theECM unit fills the head, and each side-torso gets a ERLL and three tons of AC ammo.
The ES and FF criticals fill the center-torso and the remaining spaces in the side-torsos (6 each).
I completely ran out of criticals and had 0.5 tons left over.
Still, from what we know now, the build would be impossible for a Black Knight in MWO.
#33
Posted 09 July 2012 - 07:34 AM
Bombast, on 09 July 2012 - 04:20 AM, said:
No it isn't. Its a Centurion with an AC/20 and a Hatchet. And according to Sarna.net, its a modification, not a production model. It also doesn't seem to be in a TRO, rendering it's canon status questionable.
Also the original mech didn't have a hatchet until the Dark Age when Kai came back from the dead to give it to his niece.
Strum Wealh, on 09 July 2012 - 04:22 AM, said:
"Yen-Lo-Wang was a famous ArenaMech in the Solaris Games. Originally a CN9-A that underwent a series of modifications to a variety of customized configurations over time, it was occasionally reported as the "CN9-YLW" but this is explicitly not considered to be a proper variant. The CN9-YLW designation is associated with one particular modification that drops the LRM to upgrade the autocannon to an Autocannon/20 with three tons of ammunition and add a Hatchet to the left arm."
Strum Wealh, on 09 July 2012 - 05:51 AM, said:
Strum Wealh, on 09 July 2012 - 05:51 AM, said:
Strum Wealh, on 09 July 2012 - 05:51 AM, said:
The ACs fill the arms, the two DHSs fill the legs, theECM unit fills the head, and each side-torso gets a ERLL and three tons of AC ammo.
The ES and FF criticals fill the center-torso and the remaining spaces in the side-torsos (6 each).
I completely ran out of criticals and had 0.5 tons left over.
Still, from what we know now, the build would be impossible for a Black Knight in MWO.
#34
Posted 09 July 2012 - 09:06 PM
#35
Posted 09 July 2012 - 09:17 PM
#37
Posted 10 July 2012 - 01:53 AM
Nekki Basara, on 09 July 2012 - 07:34 AM, said:
Okay, I'll bite. Why would something from RS 3039U suddenly render Sarna completely unreliable?
#38
Posted 10 July 2012 - 04:01 AM
Nekki Basara, on 09 July 2012 - 07:34 AM, said:
The second and eighth posts in the thread, from user "GhostBear"(Ben H. Rome, at the time serving as the Assistant Line Developer at Catalyst Game Labs) are the relevant replies, and he states that
1.) the -YLW designation applies to Yen-Lo-Wang exclusively,
2.) Yen-Lo-Wang "is indeed a unique 'Mech. One-of-a-kind custom, not a production model", and
3.) the -YLW designation predates the current system of appending the pilot's name after the normal designation (e.g. the "ZEU-9WD Zeus-X Stacy" as Stacy Church's one-off custom variant vs the 'normal' "ZEU-9WD Zeus-X"; under the current system, Yen-Lo-Wang's original unique designation would have been something like "CN9-A Centurion Justin").
Nekki Basara, on 09 July 2012 - 07:34 AM, said:
Indeed, they can. However, that then restricts them to firing only into the forward arc (Total Warfare, pg. 106).
So, such a 'Mech wouldn't be able to swing its arms out to fire at targets in the side-arcs, and would be highly vulnerable to flanking actions.
Nekki Basara, on 09 July 2012 - 07:34 AM, said:
Indeed, they do.
Nekki Basara, on 09 July 2012 - 07:34 AM, said:
The BL-6-KNT's default weapons load (one PPC, two Large Lasers, four Medium Lasers, and one Small Laser) comes to a total of 21.5 tons (with the exchange of the (IS) BAP for a G-ECM suite being even in terms of both tonnage and criticals).
The proposed weapons load (two Clan ER Large Lasers and two Clan LB 20-X ACs (plus one ton of ammo shared between both ACs)) comes to a total of 33 tons. The IS-tech equivalent comes to a total of 39 tons.
Switching the Heat Sinks to DHS and going from twenty to sixteen (the six added, plus the ten that come with the engine) only frees up four tons (for a total of 25.5 tons free for weapons).
The BL-6-KNT has no Jump Jets to remove, average/"normal" speed for an IS heavy 'Mech, and still needs another 7.5 tons free for the proposed Clan-tech weapons load (or, alternatively, another 13.5 tons for the IS-tech equivalent).
Even removing the remaining Heat Sinks still leaves one 1.5 tons shy of what's needed for the Clan weapons (or, alternatively, 7.5 tons shy for the IS weapons), so one is probably cutting into armor - and reducing overall survivability - to free up the remaining tonnage.
Alternatively (or additionally), one can replace the 300Std engine with a 300XL engine, freeing up 9.5 tons at the cost of the BattleMech's overall survivability.
So, it could be done in the TT, but it would (IMO) take quite a bit out of the 'Mech to make it viable for only a relatively brief period (due to low ammo counts for what are arguably its primary weapons).
On top of that, it might not be possible in MWO due to hardpoint type and number restrictions (since all of the currently-listed canon Black Knight variants are all-energy 'Mechs, so there is a good chance that MWO Black Knights could be implemented as energy-weapon-only 'Mechs).
#39
Posted 10 July 2012 - 04:39 AM
When in doubt about availability of 'Mechs, cross-reference with http://www.masterunitlist.info ; if that says a design is unique, then it is.
#40
Posted 10 July 2012 - 10:57 AM
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